What advice would you give someone who wanted to direct a AAA game someday? Is there even any sort of regular path for it?

To direct a game, you need a certain set of skills and one key requirement.

You need a deep understanding of the game development process from start to finish. This covers the time from the initial pitch all the way to shipping the game and post-launch support. This is typically honed over years of producing and shipping games.

You need strong economic and business skills to understand how your game is going to fit within the broader marketplace, how it will make money, and when the timing will be right. Game releases don't exist in a vacuum - there are competitors of differing sizes, the publisher likely has other titles coming out throughout the release year you will need to account for, and the release schedule timing makes a big difference.

You need the ability to discern talent across multiple fields so that you can assemble a team that you trust to do the work needed to make the game. Choosing the right technical director will set the path for the entire game's technology. Selecting an art director will inform the visuals for the entire game. Even though you won't need to select every specific individual contributors to the team, you do need to make the most important team leadership decisions and trust the leaders you select to fill out the rest of the team.

You need strong communication and persuasion skills in order to get buy-in from those who report to you (the dev team) and those who you report to (studio and publishing executives). You must rally the team to all pull in the same direction or the team will waste significant dev time. You must persuade those who have power over you that the project is worth investing in, push back on any suggested changes that clash with the vision and direction of the game, incorporate suggestions that will work, and convince them to grant you the resources (budget for development team) you need in order to progress development through each green light along the way.

Most importantly, you need good relationships with those in power. It is extraordinarily difficult to start from nothing - you need highly placed people who will hear out your ideas and who trust you enough to give you a chance. I wouldn't hear out some rando about an exciting business opportunity, but the situation changes if it were a close friend or family member who I trust and already have a relationship with. Dev studios and publishers are run by people, and people put trust in people they already know. Every studio I've ever worked at has a highly ranked group of friends in the top leadership positions. I call it "the cabal".

There does exist one cheat code to bypass all of these needed skills - "provide all of the money". If you can do that, you can skip straight to assembling the team and starting development. But without a significant amount of money at your disposal for this, you really need to demonstrate all of these skills and the connection to positions of power.

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